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| Game title |
Version |
Latest Report |
Hits |
Message |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.9.4 |
2024-01-21 |
6 |
MIPSCompileOp: Invalid instruction 000000fa |
| Harry Potter and the Goblet of Fire™ |
v1.6.3-492-g9fddfff66 |
2020-06-16 |
1 |
Decoding texture from VRAM mirror at 04710000 swizzle=0 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2025-01-15 |
4 |
sceDmacMemcpy(dest=0414e000, src=095dc150, size=210944): overlapping read |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-15 |
1 |
sceDmacMemcpy(dest=04188240, src=0910a620, size=64): overlapping read |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-17 |
3 |
sceDmacMemcpy(dest=09452900, src=08510840, size=130064): overlapping read |
| 英雄伝説 空の軌跡 the 3rd |
v1.9.0 |
2025-12-16 |
2 |
sceIoIoctl(disc0:/sce_lbn07bea8_size0x3f5d0, 0101000a, 09faf8c0, 4, 00000000, 0) |
| 英雄伝説 空の軌跡 the 3rd |
v1.9.0 |
2025-12-16 |
2 |
sceIoIoctl(disc0:/sce_lbn07dc04_size0x37283, 0101000a, 09faf8c0, 4, 00000000, 0) |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-15 |
1 |
sceDmacMemcpy(dest=09471640, src=085a96c0, size=38976): overlapping read |
| 真・三國無双6 Special |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
sceDmacMemcpy(dest=0989d3d0, src=09ece440, size=5664): overlapping read |
| Tomb Raider: Anniversary™ |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
sceDmacMemcpy(dest=0419c400, src=094e1720, size=5120): overlapping read |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
sceDmacMemcpy(dest=094900c0, src=084c4340, size=38976): overlapping read |
| Virtua Tennis 3 |
v1.9.4 |
2025-03-14 |
15 |
80630011=sceAtracSetDataAndGetID(08cd9fc0, 00000004): buffer too small |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
sceDmacMemcpy(dest=094cf740, src=084f4780, size=130064): overlapping read |
| God of War®: Ghost of Sparta |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
Unknown GE command : 3961f800 |
| God of War®: Ghost of Sparta |
v1.6.3-492-g9fddfff66 |
2020-06-14 |
1 |
Unknown GE command : 39b4dc00 |
| WWE'12 |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
sceDmacMemcpy(dest=0415fde0, src=0970d740, size=65552): overlapping read |
| ねんどろいど じぇねれ~しょん |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
sceDmacMemcpy(dest=04181c00, src=092e5570, size=8192): overlapping read |
| ようこそ ひつじ村 ポータブル |
v1.9.0 |
2022-11-10 |
3 |
Branch in RSRTComp delay slot at 08970bd0 in block starting at 08970bb0 |
| 機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS |
v1.9.0 |
2022-12-09 |
3 |
WriteToHardware: Invalid address 00000004 near PC 08000000 LR 08000000 |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09cf4408) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09cf43c8) |
| NARUTO SHIPPUDEN: Ultimate Ninja Impact |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
00000000=sceUtilityScreenshotInitStart(09cf4388) |
| 英雄伝説 零の軌跡 |
v1.9.0 |
2023-05-31 |
6 |
sceIoIoctl(disc0:/sce_lbn080020_size0x3f7fc, 0101000a, 09faf8c0, 4, 00000000, 0) |
| Midnight Club L.A. Remix |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
GL ran out of GPU memory; switching to low memory mode |
| God of War®: Ghost of Sparta |
v1.6.3-492-g9fddfff66 |
2020-06-13 |
1 |
Unknown GE command : 39813000 |
| Harry Potter and the Goblet of Fire™ |
v1.6.3-492-g9fddfff66 |
2020-06-12 |
1 |
Main module has start func (6f6e755f) different from entry (08808e98)? |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-12 |
1 |
sceDmacMemcpy(dest=0413d0c0, src=09101fe0, size=192): overlapping read |
| God of War: Chains of Olympus |
v1.6.3-492-g9fddfff66 |
2020-06-12 |
1 |
Unknown GE command : b6e4ef00 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2025-04-03 |
8 |
sceDmacMemcpy(dest=0414e000, src=0952e310, size=198032): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2024-11-12 |
6 |
sceDmacMemcpy(dest=0414e000, src=095dc180, size=155872): overlapping read |
| MONSTER HUNTER PORTABLE 3rd HD Ver. |
v1.6.3-492-g9fddfff66 |
2020-06-10 |
1 |
800200d3=sceKernelStartThread(307, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef |
| Dragon Ball Z: Tenkaichi Tag Team |
v1.9.0 |
2022-01-22 |
9 |
Failed to reschedule: out of threads on queue (-1, -1) |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-09 |
1 |
sceDmacMemcpy(dest=085da580, src=094a0e00, size=40000): overlapping read |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-09 |
1 |
sceDmacMemcpy(dest=094a4a80, src=084f47c0, size=38976): overlapping read |
| YggdraUnion |
v1.6.3-492-g9fddfff66 |
2020-06-09 |
1 |
sceDmacMemcpy(dest=09460ac0, src=08683b40, size=102032): overlapping read |
| CRISIS CORE -FINAL FANTASY VII- |
v1.6.3-492-g9fddfff66 |
2020-06-09 |
1 |
sceDmacMemcpy(dest=09dbd080, src=0860cf80, size=34816): overlapping read |
| God of War®: Ghost of Sparta |
v1.6.3-492-g9fddfff66 |
2020-06-08 |
1 |
Unknown GE command : 34191412 |
| ナルティメットアクセル3 |
v1.6.3-492-g9fddfff66 |
2020-06-08 |
2 |
00000000=sceUtilityScreenshotInitStart(09a57818) |
| Yggdra Union™ |
v1.6.3-492-g9fddfff66 |
2020-06-12 |
3 |
sceDmacMemcpy(dest=093a1400, src=08599e80, size=100352): overlapping read |
| Gun™ Showdown |
v1.6.3-492-g9fddfff66 |
2024-08-06 |
2 |
GL ran out of GPU memory; switching to low memory mode |
| KINGDOM HEARTS Birth by Sleep |
v1.9.0 |
2022-10-01 |
2 |
Ignoring possible render to texture at 04154000 +64x41 / 128x128 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
sceDmacMemcpy(dest=0414e000, src=095c6a70, size=277104): overlapping read |
| ScoobyDoo! Who's Watching Who? |
v1.6.3-492-g9fddfff66 |
2020-12-15 |
3 |
sceDmacMemcpy(dest=04088000, src=0937a410, size=557056): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
sceDmacMemcpy(dest=0414e000, src=095b04a0, size=268832): overlapping read |
| Grand Theft Auto®: Chinatown Wars™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error
fs: 00000000:0020d802 Tex LM Fog TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = vec4(t.rgb * p.rgb, p.a) + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRange |
| Grand Theft Auto®: Chinatown Wars™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error
fs: 00010000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) v.a = 0.0;
gl_FragColor = v;
}
vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= |
| Grand Theft Auto®: Chinatown Wars™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
3 |
Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error
fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest >
#version 100
precision lowp float;
uniform sampler2D tex;
uniform sampler2D testtex;
varying vec4 v_color0;
varying vec3 v_color1;
uniform vec3 u_fogcolor;
varying mediump float v_fogdepth;
varying mediump vec3 v_texcoord;
void main() {
vec4 s = vec4(v_color1, 0.0);
vec4 t = texture2D(tex, v_texcoord.xy);
vec4 p = v_color0;
vec4 v = p * t + s;
float fogCoef = clamp(v_fogdepth, 0.0, 1.0);
v = mix(vec4(u_fogcolor, v.a), v, fogCoef);
float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a;
if (aResult < 0.5) discard;
gl_FragColor = v;
}
vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3
#version 100
precision highp float;
attribute vec3 position;
attribute mediump vec3 normal;
attribute vec2 texcoord;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec4 u_uvscaleoffset;
uniform vec3 u_lightpos0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform lowp vec3 u_lightambient2;
uniform lowp vec3 u_lightdiffuse2;
uniform lowp vec3 u_lightspecular2;
uniform vec3 u_lightpos3;
uniform lowp vec3 u_lightambient3;
uniform lowp vec3 u_lightdiffuse3;
uniform lowp vec3 u_lightspecular3;
uniform lowp vec4 u_ambient;
uniform lowp vec3 u_matdiffuse;
uniform lowp vec4 u_matspecular;
uniform lowp vec3 u_matemissive;
uniform lowp vec4 u_matambientalpha;
uniform highp vec2 u_fogcoef;
uniform highp vec4 u_cullRangeMin;
uniform highp vec4 u_cullRangeMax;
varying lowp vec4 v_color0;
varying lowp vec3 v_color1;
varying mediump vec3 v_texcoord;
varying mediump float v_fogdepth;
void main() {
vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz;
mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz);
vec4 viewPos = u_view * vec4(worldpos, 1.0);
vec4 outPos = u_proj * viewPos;
lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0);
lowp vec3 lightSum1 = vec3(0.0);
vec3 toLight;
lowp vec3 diffuse;
mediump float ldot;
toLight = u_lightpos0;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos1;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos2;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse);
toLight = u_lightpos3;
ldot = max(dot(toLight, worldnormal), 0.0);
diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot;
ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);
if (ldot > 0.0)
lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) );
lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse);
v_color0 = clamp(lightSum0, 0.0, 1.0);
v_color1 = clamp(lightSum1, 0.0, 1.0);
v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);
v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;
vec3 projPos = outPos.xyz / outPos.w;
if (u_cullRangeMin.w <= 0 |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5b444, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5b444, 4, 00000000, 0) |
| Yggdra Union™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
sceDmacMemcpy(dest=08709c40, src=093957c0, size=43008): overlapping read |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bad654, 4, 00000000, 0) |
| 刺客信条 血统 汉化版 PLAY汉化组 |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bad654, 4, 00000000, 0) |
| Assassin's Creed: Bloodlines™ |
v1.6.3-492-g9fddfff66 |
2020-06-07 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09da6de4, 4, 00000000, 0) |
| From Russia With Love™ |
v1.6.3-492-g9fddfff66 |
2023-09-20 |
6 |
GL ran out of GPU memory; switching to low memory mode |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
3 |
00000000=sceUtilityScreenshotInitStart(096b0a10) |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
00000000=sceUtilityScreenshotInitStart(096ac5b0) |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
2 |
00000000=sceUtilityScreenshotInitStart(096a8500) |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
00000000=sceUtilityScreenshotInitStart(096a94f0) |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
2 |
00000000=sceUtilityScreenshotInitStart(096abda0) |
| 喧嘩番長5~漢の法則~ |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
00000000=sceUtilityScreenshotInitStart(096a8450) |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
sceDmacMemcpy(dest=04142980, src=092c27e0, size=128): overlapping read |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
sceDmacMemcpy(dest=04153b80, src=09349300, size=128): overlapping read |
| 明治東亰恋伽 トワヰライト・キス |
v1.6.3-492-g9fddfff66 |
2025-09-22 |
3 |
sceDmacMemcpy(dest=04088000, src=08f09e30, size=557056): overlapping read |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
sceDmacMemcpy(dest=04157cc0, src=0923b2c0, size=128): overlapping read |
| Daxter |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb31c0, 4, 00000000, 0) |
| FIFA 14 |
v1.6.3-492-g9fddfff66 |
2020-06-06 |
1 |
Unable to allocate stack for root thread. |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-05 |
1 |
sceDmacMemcpy(dest=0416a440, src=0924bb40, size=128): overlapping read |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-05 |
1 |
sceDmacMemcpy(dest=04162680, src=09456e40, size=128): overlapping read |
| 喧嘩番長3~全国制覇~ |
v1.6.3-492-g9fddfff66 |
2020-06-05 |
1 |
00000000=sceUtilityScreenshotInitStart(092a2980) |
| NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 |
v1.6.3-492-g9fddfff66 |
2020-06-05 |
1 |
00000000=sceUtilityScreenshotInitStart(09a70778) |
| EA SPORTS™ FIGHT NIGHT Round 3 |
v1.7.5 |
2020-08-13 |
3 |
Unable to allocate stack for root thread. |
| グランナイツヒストリー |
v1.6.3-492-g9fddfff66 |
2020-06-03 |
1 |
00000000=sceUtilityScreenshotInitStart(08c27520) |
| タクティクスオウガ 運命の輪 |
v1.6.3-492-g9fddfff66 |
2020-06-03 |
3 |
Unknown GE command : 34343433 |
| タクティクスオウガ 運命の輪 |
v1.6.3-492-g9fddfff66 |
2020-06-03 |
37 |
JUMP to illegal address 02f49948 - ignoring! data=440301 |
| ゴッド・オブ・ウォー 落日の悲愴曲 |
v1.6.3-492-g9fddfff66 |
2020-06-03 |
1 |
Unknown GE command : fd3fe001 |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2020-06-02 |
1 |
sceDmacMemcpy(dest=0414e000, src=095b02c0, size=218352): overlapping read |
| Tomb Raider: Anniversary™ |
v1.6.3-492-g9fddfff66 |
2020-06-02 |
1 |
sceDmacMemcpy(dest=041b1c00, src=08dbd1b0, size=5120): overlapping read |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2024-05-23 |
3 |
sceDmacMemcpy(dest=0414e000, src=095b0300, size=298912): overlapping read |
| Spider-Man 3 |
v1.6.3-492-g9fddfff66 |
2021-07-15 |
2 |
Jump to invalid address: 04e79580 |
| God of War: Chains of Olympus |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
VTYPE with morph used: THRU=0 TC=3 COL=3 POS=3 NRM=3 WT=0 NW=8 IDX=2 MC=8 |
| God of War: Chains of Olympus |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
Unknown GE command : 29736f72 |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
2 |
00000000=sceUtilityScreenshotInitStart(09c91c9c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
10 |
00000000=sceUtilityScreenshotInitStart(09c9981c) |
| 白騎士物語® -episode.portable-
ドグマ・ウォーズ |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
6 |
00000000=sceUtilityScreenshotInitStart(09c920ec) |
| MONSTER HUNTER FREEDOM UNITE™ |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
sceDmacMemcpy(dest=0414e000, src=095901b0, size=244016): overlapping read |
| 初音ミク -Project DIVA- 2nd お買い得版 |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
00000000=sceUtilityScreenshotInitStart(092be830) |
| Tiger Woods PGA TOUR® 06 |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
sceKernelCreateSema(RealMutex) unsupported options parameter, size = 164919452 |
| ナルティメットインパクト |
v1.6.3-492-g9fddfff66 |
2020-06-01 |
1 |
sceDmacMemcpy(dest=04126e80, src=08ffb720, size=128): overlapping read |
| SBK® Superbike World Championship |
v1.6.3-492-g9fddfff66 |
2021-05-29 |
2 |
sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092b0010): duplicate handler |
| コードギアス 反逆のルルーシュ LOST COLORS |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
sceDmacMemcpy(dest=094609d0, src=095a92a0, size=557056): overlapping read |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07e24200 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07060020 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07046b50 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 070d5f00 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07e4a100 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07047810 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07e31880 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 0705af60 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07e39280 |
| Ben 10 Ultimate Alien Cosmic Destruction |
v1.6.3-492-g9fddfff66 |
2020-05-31 |
1 |
Jump to invalid address: 07036700 |